It also forces its own startGame(); just to demonstrate of course =D
Also is the way that we should handle premature gameOvers. (if you win, or lose before the time runs out, in this case, if you win early, you get a little YEAH! screen)
My proposal for the basic template, I will be making my games from this template from now on
Thinking further.. I cant see a game that WONT need to end itself quicker.. even games where you need to survive for the 5 seconds.. if you die in the first 2 seconds.. you also dont want to wait it out.. meh..
Right now it is restarting every 5 seconds (if not running through the loader), and if you are victorious the difficulty level will increase (more asteroids and/or it takes more shots to destroy them). The difficulty levels are not tweaked that much.
I think I have included everything, this version should work with the loader.
I set _quality="LOW" in startGame() and then restore the _quality setting to whatever it was in endGame(). Hope this is ok. Maybe we should include a quality option in gameInfo?
And the 40 pixel border at the bottom, what is it for and does it have to be included in the game file? Isn't it better to have that in the loader?
nice games fellas
i´ve got several ones in the makes,too,should be ready by the end of the week =)
strille,its a good idea to put the quality setting in the game info object,we should do it like that.
the 40 pixel border was intended for the timer but you´re right,the games don´t need it.
Nice games and great idea, I'll try and come up with something in the next day or two using io:pred's template.
My opinions on the questions still open:
-All games should be the same size. Even if you only need half of that as playable space, you can fill up the rest with a static graphic, just flat black, or whatever.
-There is no reason to worry about keeping room in the game movies for the timer or any other loader-handled objects.
So long as we nail down the "rules" for making each mini-game, we can take as long as is needed figuring out how the loader should "use" those minigames.
A couple of ideas on that:
-The loader should split the games into "blocks". The difficulty goes through the 3 (or however many) levels as you go through each block, and resets back to 0 once you complete the last game in the current block.
-A given block should be all keyboard or all mouse, and it should be apparent which one it is when the "block" starts.
coolies,i like it,got woot after several attempts
(though the turning of the character was what made it really tricky,maybe you could change it so that you can also jump in the opposite direction than the one you´re facing,instead of always having to turn your character first )
Ifritt,yours is cool,too
you should make a nice logo/description word for your games
anyway,i see we´re getting a nice bunch of creative games here,which rocks =)
ihoss, I'm putting 3 difficulty levels in mine ( I'm just blindly copying pred ).
As to the null zone, I really don't think we need it ( Although I'm guessing we're going to need to have a mask over the game, cause unless I'm being really stupid, anything dropping over the null zone will fall over the timer ??? ).
Excellent entries so far everyone. I knew that everyone would get a bit competative and it would push the standards up